Re: Battlefield: Europe MOD v2.4
Posted: Thu Jan 23, 2025 4:20 pm
I have a feeling that the allied planes appear according to the script when I destroy a certain number of them. Is it so?
I would not call it realistic when a squadron flies to a bombing site or attacks other squadrons for 15 days. Well, the units that appear out of the void are generally the height of realismКэп wrote: ↑Wed Jan 22, 2025 3:59 pm it's difficult there, I'm playing for the third time, but without an economic crisis, you need to make a blitzkrieg, and take control of the oil regions, this is additional prestige, and constantly modernize, my goal is to draw)), but it's difficult on the general) That's what makes this mod attractive, it's realistic!
No, new Allied air units appear constantly regardless of how many of them are being destroyed. However, unfortunately the silly AI often lets them run out of fuel so many of them just fall down without any offensive action of the player.Kas Narayda wrote: ↑Thu Jan 23, 2025 4:20 pm I have a feeling that the allied planes appear according to the script when I destroy a certain number of them. Is it so?
This is a characteristic of the vanilla game and cannot be changed by the mod. In vanilla Panzer Corps scenarios turns usually last for 1-5 days or something like that, so these are not much better in this regard but no one seem to complain about that.I would not call it realistic when a squadron flies to a bombing site or attacks other squadrons for 15 days.
The large majority of the new units in this mod appear far from the frontline in historical production and training centers or in the open sea. Then they make their way to the frontline on their own. Compared to that, in the vanilla scenarios enemy units can appear at any enemy held city even if it is completely surrounded and cut off, and the AI can even purchase 6 new units around the very last victory objective in the very last turn which can be very annoying. Things like that normally do not happen in this mod.Well, the units that appear out of the void are generally the height of realism))
Aircraft have a unique feature: they can fly over the desert or to a remote island fairly quickly.And for some reason, aircraft upgrades at any airfield, even in a remote desert, take place in just 15 days))
Unit experience in this mod represent not only actual battle experience but also training, morale, unit organization and doctrine. Perhaps it should be renamed to something else to avoid such confusion. I just do not really have a good idea for a better name for this.And the fact that the Allies have 1-2 stars at once is generally out of the realm of fiction. Nonsense for the sake of balance.
Some suggestions: "Effectiveness", which in military theory also includes the material capabilities of a unit, but otherwise includes the other factors you listed. "Expertise" which is not an accurate description, but it is a result of training and experience combined and could stretch to cover doctrine and organisation. "Readiness" or "Capability" are also inaccurate, but I think it might capture a feel for how able a unit is.McGuba wrote: ↑Thu Jan 23, 2025 11:41 pmUnit experience in this mod represent not only actual battle experience but also training, morale, unit organization and doctrine. Perhaps it should be renamed to something else to avoid such confusion. I just do not really have a good idea for a better name for this.And the fact that the Allies have 1-2 stars at once is generally out of the realm of fiction. Nonsense for the sake of balance.
I think of all these probably "Effectiveness" would be best. But still not sure if it is worth changing the current "Experience" to this as it would only be a cosmetic thing, a different name for basically the same thing, same game mechanic. That may also confuse some players who could assume it is something new or different.Slartibartfast wrote: ↑Mon Jan 27, 2025 12:58 pm Some suggestions: "Effectiveness", which in military theory also includes the material capabilities of a unit, but otherwise includes the other factors you listed. "Expertise" which is not an accurate description, but it is a result of training and experience combined and could stretch to cover doctrine and organisation. "Readiness" or "Capability" are also inaccurate, but I think it might capture a feel for how able a unit is.
Watching one of the last few episodes of the BE youtube match between Duedman and HerzogSieg, I had an idea about that.McGuba wrote: ↑Thu Jan 23, 2025 11:41 pmNo, new Allied air units appear constantly regardless of how many of them are being destroyed. However, unfortunately the silly AI often lets them run out of fuel so many of them just fall down without any offensive action of the player.Kas Narayda wrote: ↑Thu Jan 23, 2025 4:20 pm I have a feeling that the allied planes appear according to the script when I destroy a certain number of them. Is it so?
Yes, that's an interesting idea and it may worth trying it in practice, thanks!
Is it possible to change the way planes count being next to an airfield? Players know that as long as you are next to an airfield you own you will refuel, but if you are low on fuel the hexes next to the airfield say that you will run out of fuel. So, the ai just stays put and crashes.McGuba wrote: ↑Mon Feb 10, 2025 8:57 pmYes, that's an interesting idea and it may worth trying it in practice, thanks!
However, if it works, as a side effect, it would of course result in the AI having more air units active increasing the overall difficulty of the mod or even the whole game if used with the official DLCs.
By the way,I guess the possible reason for the AI letting its air units running out of fuel is that it does not give priority to units low on fuel, it just goes through the usual sequence of moving its units, and by the time it gets to an air unit that is low on fuel it cannot reach a friendly airbase since other air units have already taken all the empty hexes which is kind of silly and could potentially be avoided by a little better sequencing of the unit movements/actions. But oh well, that's another story...
Yeah, AI sequence is weird.McGuba wrote: ↑Mon Feb 10, 2025 8:57 pm By the way,I guess the possible reason for the AI letting its air units running out of fuel is that it does not give priority to units low on fuel, it just goes through the usual sequence of moving its units, and by the time it gets to an air unit that is low on fuel it cannot reach a friendly airbase since other air units have already taken all the empty hexes which is kind of silly and could potentially be avoided by a little better sequencing of the unit movements/actions. But oh well, that's another story...
I do not know of any way to mod the actual AI.goose_2 wrote: ↑Mon Feb 10, 2025 9:32 pm Is it possible to change the way planes count being next to an airfield? Players know that as long as you are next to an airfield you own you will refuel, but if you are low on fuel the hexes next to the airfield say that you will run out of fuel. So, the ai just stays put and crashes.
The max movement of every aircraft should be reduced by 1 to keep the current movement ranges. But then again, even with or without that correction all air units will be able to move 1 extra hex on top of their max movement shown in the game, under ideal circumstances. Which may be somewhat confusing as well. For example I can see an enemy fighter with 13 movement speed 14 hexes away from my undefended and weakened tac bomber and yet it will be able to attack and potentially destroy it. Not good.
Unfortunately not possible to mod, as far as I know.
Yeah, I tested a bit more and the movement range can be confusing for the player with the 0.9 setting.McGuba wrote: ↑Tue Feb 11, 2025 2:48 am
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The only problem is, currently it is not communicated to the player. There should be at least a warning given in the message boxes. Then if the player continues to use non-tropicalised air units over the desert despite the warning he has to be ready for a potential loss.
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I agree. Another "advantage" of the AI losing air units due to letting them run out of fuel is that in that way it gets rid of its obsolete aircraft types over time. Since it does not do unit upgrades on its own, it would continue to use obsolete air units well beyond their historical life span.
Yes it is indeed a bit too harsh, but historically there were considerable aircraft losses due to mechanical failures and accidents, which are not simulated in the game. Somewhere I read that the Soviet Red Air Force had more non-combat losses in WW2 than planes lost in actual combat. Mainly because of training accidents. (Which is also yet another reason for accepting the AI losing many of its air units due to refueling issues.) But of course the Axis and Western Allied air forces also had significant non-combat losses.I still find it very harsh to lose a whole air unit (with hero and so on) due to not having the correct desert/non-desert version. But would that justify all the changes and loss of familiarity with the system for all the other situations?
Perhaps not.
Yes, I was also thinking to reinforce that message with such a warning. And perhaps to add another reminder somewhere else as well, wherever it fits.Not thrilled about having yet another warning message message either, but I'll add it to some existing text messages. Like the appearance of the german Africa aircraft in turn 6? or so.
McGuba wrote: ↑Tue Feb 11, 2025 8:46 pmSo, I have also been thinking about starting a multiplayer playthrough of BE, I have been told to await the 2.5 updated release. Is that something that is being worked on?
When is eta on updated version?
If so I want to give my opponent an advantage, so should I let them have a +1, 2, or hold on to my buttcheeks, a +3 advantage?
I am not sure that it is necessary to give an advantage to your opponent. Unless your opponent is still learning the game or much less skilled than you. The Axis and Allies are more balanced in the multiplayer version of the mod, it is not like in the single player in which the AI controlled Allies have many times more units due to the inferior AI.
A youtube playthrough from the 1944 BE save would be great!McGuba wrote: ↑Thu Feb 27, 2025 3:06 pm Yes, I do work on 2.5, but no ETA yet.
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Also an alternative suggestion, while waiting for the next version, perhaps you should consider trying loading up one of the prepared save games that come with the mod? Then you could start the big scenario at a later time, like at the historic Battle of Kursk in '43 or Bagration-Normand landings in '44? I guess especially the latter one would make you "hold on to your buttchecks" big time. As far as I know there is no such a youtube play through so far...
Locarnus wrote: ↑Thu Feb 27, 2025 8:04 pmA youtube playthrough from the 1944 BE save would be great!McGuba wrote: ↑Thu Feb 27, 2025 3:06 pm Yes, I do work on 2.5, but no ETA yet.
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Also an alternative suggestion, while waiting for the next version, perhaps you should consider trying loading up one of the prepared save games that come with the mod? Then you could start the big scenario at a later time, like at the historic Battle of Kursk in '43 or Bagration-Normand landings in '44? I guess especially the latter one would make you "hold on to your buttchecks" big time. As far as I know there is no such a youtube play through so far...
Especially since most existing youtube BE playthroughs are practically decided well before that time.
This would make the last year much more interesting.
While I understand your reasoning it is probably too late for such a huge change. It would significantly change the existing balance as the Axis player spends most of his prestige on unit replacements in this mod. This would turn everything upside down and all the prestige allocation and penalties would require an extensive re-balancing.